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==Tactics== *'''Cron Air''' - Utilize the awesome spammablity of Necron Fliers. Max out your Heavy Support slots with Doom Scythes or take Night Shrouds if you have the points and money, and put your all Troops in Night Scythes. If you STILL feel you need more fliers, take some elite units (like Deathmarks or Lychguard) for even more Night Scythes or perhaps an allied detachment of Blood Angels for access to Stormravens. With very few codices having access to good AA, you'll clean house. Be careful to plan out your movements carefully, as moving fliers can be tricky, especially when you have six or more of them on the board. Be particularly careful with this list, use it responsibly against [[Grey Knights|players who deserve it]]. Also, with the new IA Vol 12, you can now take one of the most overpowered fliers in the game! Plonk down 3 of the Night Shrouds and engage trollface. But beware of new Tau! Their markerlights can now boost BS for snap-shots, and their new <s>Gundam</s> Riptide can hit you with crazy amounts of Interceptor shots, and with 90" range there's no avoiding it. Not to mention that almost anything in this army can glance av 11 to death just by massive amount of S5 shots (or rending in case of Kroot snipers). This army can and will take down your Night Scythes and make it difficult for you to win. Cry about this. I dare you. *'''Wraith Wing''' - Fill up your Fast Attack slots with Wraiths, and give most (if not all) of them Whip Coils. For HQ, take two Destroyer Lords with Warscythes and Sempiternal Weave, add Mindshackle Scarabs if you have the points. You have a lightning fast army that can take on just about anything in combat. Put your troops in Scythes, but don't load up on them. Your real points should be in your Wraith units. Take Warriors in this list, Immortals are expensive and you need the Gauss for dealing with AV13-14. For fire support, take an Annihilation Barge or three. *'''Silver Tide''' - Look at the cover of the old Necron [[Codex]]. Then use that as a base for your Necron army. Toss in as many Warriors as you can (140 Warriors and a two Lords with Resurrection Orbs at 2020). Then practice the time honored tactic of stand and shoot. Worked very, very well in 4th edition and was pretty much unbeatable in 3rd edition as the sheer number of gauss weapon rolls would slaughter any vehicle through glancing hits and murder any infantry through auto-wounds. In with the addition of hull points in 6th edition, the Silver Tide is back with a vengeance. Take four squads of 20 warriors, and two squads of 10. Give the squads of 20 Lords with Res. Orbs and give the squads of 10 Ghost Arks. This plus an Overlord with a Catacomb Command Barge, Warscythe, Sempiternal Weave, and Mindshackle Scarabs will give you 2000 points even. The warriors on foot will march across the board with the Ghost Arks providing fire support, mobile cover, and additional resurrections as needed. The Overlord, meanwhile, will fly around and make a nuisance of himself. Watch your opponent flip the table after being unable to get even a single warrior to stay dead. *'''Scarab Swarm/Farm''' - Exploit the cheapness of Scarab Swarms. You simply fill your Fast Attack slots with Scarabs instead of Destroyers. Attach a Destroyer Lord with <s>a Lightning Field</s> (that was an old Codex tactic, Lightning Field is now Cryptek-only) and other close combat supporting [[Wargear]] and watch the Scarabs scratch away at your opponents and tarpit any infantry unlucky to encounter them for the entire rest of the game. This build is not the most effective, but it is one of the most entertaining builds for a Necron player. The new version of Scarabs in the Necron Codex means that everyone should run it at least once, just to watch them rape vehicles to death in a single round of close combat. If your opponent has a vehicle, even a Land Raider, and you have one or more units of Scarabs, you might as well put on Yakety Sax right now (unless it's a Land Raider Redeemer or a Baal Predator, or any other tank with a flamer on it, which ruins Scarabs' day...). Including 3-9 Spyders means you will have plenty to replace them with, however. Taking Imotekh as your HQ for his night fighting ability will help to ensure your scarabs make it across the table without being obliterated. *'''Royal Court Disco Inferno''' - A single Royal Court, fully decked out. 4 Lords with everything but Res Orbs, 5th Lord has everything including a Res Orb. 5 Crypteks, each a different Harbinger with all gear comes out to around 1050 points alone. Purchase HQ most befitting your opponent, spend the rest on Warriors or Immortals for the 2 obligatory troop choices. You'll have very limited anti-armour and anti-horde but against super-elite armies like Space Marines or especially Grey Knights, it'll make mincemeat of them. T5, 2+/3++ and 4+ Res Protocol will ensure these motherfuckers will rarely die and 10 S7 power weapon attacks (15 on the charge) will deliver a spectacular amount of CC violence. Remember Mindshackle scarab attempts, Lightning Field, Gaze of Flame defensive grenades, possible Ether Crystal usage and everything else. If things appear hairy, consider using some of your 5 Tesseracts or Veil of Darkness to the other side of the board. Requires high micromanagement but is surprisingly fun. For added CC lulz, use Zandrekh and stick Obyron in the Court and give them all Furious Charge. Also quite amusing when you force a Swarmlord to punch itself to death via Mindshackle. Harass and abuse to your metallic heart processor's content. In higher points games, take two of these. If you have the points left over after that, take whatever else you feel is necessary. If you really want to see your opponent smash the table in frustration, only take 4 lords and make the 5th Lord an Overlord and let them teleport them right in front of your opponent's line. Turn 1 is unleashing all of those staves and the Tachyon Arrow. Don't forget the shenanigans of the Chronometron, it is easily one of the more broken pieces of Wargear for its cost. *'''Speed Cron''': Perhaps one of the strongest glass hammer lists in the game, this list focuses on using the fastest units possible in every. single. FOC slot. Put your Overlords in Catacomb Command Barges. For elite, either go with Triarch Praetorians with particle casters and voidblades, or stick a ton of <s>Lychguard</s> (Nerf'd, go with Deathmarks instead) in Night Scythes. For troop, whether you bring Immortals, Warriors, or both, shove them into Nightscythes. Fast Attack, bring out the Tomb Blades for jet biking fun. Heavy Support, Doom Scythes. Your opponent will hate you for all the cover saves, warscythe drive by's, twin linked tesla weaponry, and S10 AP1 lines of death you'll be bringing to the battle. *'''AV 13 Wall''': Sometimes known as the Pirate Fleet or Ark Wing due to the appearance of Necron Ark vehicles <s>(which look like pirate ships if you haven't noticed)</s>(wut? [http://en.wikipedia.org/wiki/Reed_boat Reed boat]), this list places emphasis on AV 13 vehicles a-plenty. Take preferably 2 Overlords and stick them both into Catacomb Command Barges. Within their royal courts, take a metric shit ton of Harbingers of Destruction, these nasty bastards are then stuck into squads of warriors who you're really only taking for the Ghost Arks, take as many as possible. Then either take 2 Annihilation Barges and 1 Doomsday Ark, OR 2 Doomsday Arks and 1 Annihilation Barge, OR 3 Doomsday Arks and no barges. Top it all off with a couple Triarch Stalkers (one with Heat Ray, one with Heavy Gauss Cannon) from the elite section to grant Twin-linking to all your heavy fire power. The Amount of AV13/13/11 vehicles that you'll be throwing onto the field should be plenty enough to give your opponent a really bad day. *'''Tremor-Crons''': Do you like making your opponent lose <s>1/6</s> (well, not so much, now that 6th lets you take armor saves against Dangerous Terrain wounds) of his army in his first movement phase? Do you want your opponent to stay the hell out of places of cover that happen to be difficult terrain? Then this build is for you! This list revolves around the use of Orikan the Diviner, a C'tan Shard with Writhing Worldscape, and tremor-teks. Orikan makes the entire board difficult terrain for your opponent on the first turn. The C'tan with Writhing Worldscape makes difficult terrain dangerous. Voila! 1/6 of your opponent's moving force just disappeared. Also a fantastic way to maximize damage from units such as doom/night scythes and doomsday arks in the event your opponent decides not to try to move to preserve his army as these babies will drop death upon his army like no other. For additional shits and giggles, Orikan has a chance to pretty much evolve into a cheap C'tan Shard (with a better save) during the game for a while (wear your troll face). And with the tremor-teks, you can make units suddenly find themselves in difficult terrain which just so happens to become dangerous terrain. Not as killy, now that 6th made it possible to armor save against Dangerous Terrain wounds, but still fun. For additional 1st turn hilarity, throw in Imotekh the Stormlord. Watch your opponent rage quit before the end of the first turn. *'''C'tan Hammer''': Simple, fill up your elite slots with C'tan. Give them troll-tastic powers. Profit. **Anti-MC C'tan tip: A C'tan Shard with Time's Arrow and Entropic Touch costs 235 points. Field a squad of Wraiths with Whip Coils and send them ahead of the Shard to tie up any MC you want dead ASAP in CC. Waltz your Shard up to the MC and let rip Time's Arrow. Your target has only a 1/6th chance to survive being removed from the game completely, no matter his toughness, wounds, save or rules. Entropic Touch is there because it's cheap and can help whittle the MC down to size if it somehow survives. You're free to replace it to taste, but be aware of the points cost. *'''Indestructo-Lord''': While hardly a game winning tactic, this is glorious for taking down IC's and small elite squads. Upgrade the Overlord you have by default to be armed with a Sempiternal Weave, Phase Shifter and Warscythe and watch him hand anyone HQ's their ass on a plate as he soaks up an unholy amount of damage. **For added trolling, throw in Mindshackle Scarabs and a Tesseract Labyrinth. There is nothing funnier in the game than watching Mephiston take wounds off himself before failing a Wounds Test and being removed from play. For 195 points it is liquid cheese.
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